Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'condition revealing greatest to have revere'.
Other Suggestions:
condition revealing greater to have reverts
conviction revealing greater to have revere
condition reverting greater to have reverts
conditions revealing greater to have revered
conviction revealing greatness to have revere
Monsters
Monster Manual
telepathically with the aboleth, the aboleth learns the creature’s greatest desires.Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles.
Consume Memories
Monsters
Vecna: Eve of Ruin
damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. Tasha casts one of the following
against her enemies. On the Material Plane, she became known as Iggwilv the Witch Queen and wrote the Demonomicon of Iggwilv, the greatest of all treatises on the Abyss and its demonic inhabitants. In
Monsters
Vecna: Eve of Ruin
shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the
target takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Reflect Fear", "rollDamageType":"psychic"} psychic damage and has the frightened condition until the start of the mirror
Monsters
Vecna: Eve of Ruin
damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature has the incapacitated
condition and can’t regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Trident of Chaos. Melee Weapon Attack
Monsters
Quests from the Infinite Staircase
on a DC 17 Constitution saving throw or have the paralyzed condition until the start of Drelnza’s next turn. Celestials have disadvantage on the saving throw.
Charm. Drelnza targets one
Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted
Monsters
Eberron: Rising from the Last War
roll.Overlords
In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
Backgrounds
Sword Coast Adventurer's Guide
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
monsters
. The spellvoid wisp and their light has the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the spellvoid wisp makes an attack roll or
into a bizarre form of sustenance. They are more likely than other wisps to be intellectual or scholarly, and most know about—and revere—the malevolent patron of wisps, Nhimbaloth. They
monsters
9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"hooves", "rollDamageType":"Necrotic"} Necrotic damage and has the Prone condition.
Flaming Skull (Recharge 5–6);{"diceNotation":"1d6
18, one creature the headsman can see within 90 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.
Implacable Gods
Hobgoblins revere two
greatest respect is reserved for those who earn their glory in battle. In theory, the fortunes of war can elevate the lowest-ranking banner in a legion to the highest status. In practice, warlords are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Blessed Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters’ favor—and scourge those who incur
)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws Con +6, Wis +6
Skills Medicine +6, Religion +5
Condition Immunities frightened
Senses passive Perception 13
Languages Common
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Blessed Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters’ favor—and scourge those who incur
)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws Con +6, Wis +6
Skills Medicine +6, Religion +5
Condition Immunities frightened
Senses passive Perception 13
Languages Common
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the target takes 28 (8d6) psychic damage and has the frightened condition until the
Immunities poison, psychic, radiant
Condition Immunities blinded, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the target takes 28 (8d6) psychic damage and has the frightened condition until the
Immunities poison, psychic, radiant
Condition Immunities blinded, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
17 (+3)
INT
23 (+6)
WIS
12 (+1)
CHA
22 (+6)
Saving Throws Int +12, Wis +7, Cha +12
Skills Arcana +18, History +12, Persuasion +12
Condition Immunities charmed, frightened
Senses
DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
17 (+3)
INT
23 (+6)
WIS
12 (+1)
CHA
22 (+6)
Saving Throws Int +12, Wis +7, Cha +12
Skills Arcana +18, History +12, Persuasion +12
Condition Immunities charmed, frightened
Senses
DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam and the Ordning Most giants revere a pantheon of gods comprising Annam and his divine children—a pantheon they call “the Ordning” because it is the archetype of the ordning that structures
brothers. In addition to hill giants, some frost giants admire Grolantor’s physical might, and many ogres and ettins revere him as well. Grolantor exemplifies the principle that the strong should take
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Drelnza Drelnza is the vampire daughter of Iggwilv. She is the Witch Queen’s greatest treasure, an immortal warrior who guards some of her mother’s most precious belongings decades after the
Skills Arcana +8, Deception +9, Perception +7
Damage Resistances necrotic
Condition Immunities exhaustion
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Giant
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Drelnza Drelnza is the vampire daughter of Iggwilv. She is the Witch Queen’s greatest treasure, an immortal warrior who guards some of her mother’s most precious belongings decades after the
Skills Arcana +8, Deception +9, Perception +7
Damage Resistances necrotic
Condition Immunities exhaustion
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Giant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
crystal-clear water. 4 Seaweed, tiny fish, or other sea life. Water: greatest of the elements in might and form. A tsunami’s torrent. A blizzard’s claws. A parent’s tears. What is not moved by water
Prone condition.
Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental’s space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
everyone else. (Evil)
6 Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any)
Earning and Losing Piety You increase your piety score to Kruphix when you expand
the god’s influence in the world in a concrete way through acts such as these: Keeping a dangerous secret despite personal cost Revealing a critical truth at an important moment Mediating a major
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
everyone else. (Evil)
6 Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any)
Earning and Losing Piety You increase your piety score to Kruphix when you expand
the god’s influence in the world in a concrete way through acts such as these: Keeping a dangerous secret despite personal cost Revealing a critical truth at an important moment Mediating a major
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam and the Ordning Most giants revere a pantheon of gods comprising Annam and his divine children—a pantheon they call “the Ordning” because it is the archetype of the ordning that structures
brothers. In addition to hill giants, some frost giants admire Grolantor’s physical might, and many ogres and ettins revere him as well. Grolantor exemplifies the principle that the strong should take
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp
)
WIS
10 (+0)
CHA
3 (−4)
Skills Stealth +4
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
Languages understands
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
16 (+3)
Saving Throws Dex +5, Con +5
Skills Intimidation +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages
or contract bluerot (see the “Bluerot” sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin’s choice within 30 feet of it that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that aren’t free for the taking, kobolds try to remain undetected and don’t
to use any such item they come across. When kobolds sense an opportunity to separate a magic item from its owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Magic Items
Infernal Machine Rebuild
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
, and you are its familiar. If destroyed, it reappears in 1d4 hours.
18
While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
crystal-clear water. 4 Seaweed, tiny fish, or other sea life. Water: greatest of the elements in might and form. A tsunami’s torrent. A blizzard’s claws. A parent’s tears. What is not moved by water
Prone condition.
Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental’s space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that aren’t free for the taking, kobolds try to remain undetected and don’t
to use any such item they come across. When kobolds sense an opportunity to separate a magic item from its owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. “Ispin left this for all of you,” she explains. “But it comes with a condition. Since he won’t be attending the Kingfisher Festival this year, he wanted you all to participate for him. Specifically
.”
Becklin smiles at the memory as she opens the box, revealing a round green shield.
The box contains Ispin’s signature shield, a +1 shield carved with a scarred broadleaf tree and painted a mossy green